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ADVANCED CIVILIZATIONI. OVERVIEW

1 INTRODUCTION

1.1 ADVANCED CIVILIZATION is a game of skill for two toeight players whi covers the development of ancient civi-lizations from the invention of agriculture to the emergenceof Rome as the dominant Mediterranean power - a span of almost 8,000 years. Ea player leads a nation of peoples overa mapboard of the Mediterranean and Near East as they at-tempt to carve a nie for themselves and their culture.1.2  Although bales and territorial strategy are important,

ADVANCED CIVILIZATION is not a war game because itis not won by bale or conquest. Instead, the object of playis to gain a level of overall advancement involving cultural,economic, political and religious factors. Conflicts whi doarise result from rivalries and shortages of land rather than at-

tempts to eliminate other players. Nomads, farmers, warriors,merants, artisans, priests and citizens all have an essentialpart to play in the development of ea nation's civilization.e player who most effectively balances these various out-looks will aieve the best balance and win the game.1.3  A game of ADVANCED CIVILIZATION take up to ten

or twelve hours to complete. When this mu time is notavailable, players should play to a fixed time limit (see 34.1B,below).

2 DESCRIPTION OF PLAY

2.1 e object of ADVANCED CIVILIZATION is to acquire

the greatest number of victory points (35). e winner willnot necessarily be the first player to rea the end of the Ar-aeological Succession Tra (A.S.T.) or the player with thegreatest number of civilization card points, although theseare important factors in determining the winner. Civiliza-tion cards are acquired by a step-by-step process that mirrorsthe actual development of civilizations.2.2 Occupancy of areas on the board are indicated by tokens,

whi represent groups of peoples, and cities. At the start of the game, ea nation begins with a single token in one of itsstart areas. Ea turn, ea player increases his population byadding one token to ea area containing a single token andtwo tokens to ea area containing two or more tokens.2.3 Ea player may then move his tokens to new areas by

land or by boarding ships and moving by sea into other landareas. Players generally move their tokens into areas of theboard whi are fertile and defensible. is movement rep-resents the travels of nomadic tribes and their sear for asuitable homeland.2.4 Aer movement, conflict is resolved in land areas whi

contain surplus population. As the population of the boardreaes its limit, conflict becomes more common as borderwars help to establish the boundaries of ea nation. escope of expansion is oen limited by the loss of tokens incontested areas.2.5  Aer conflict is resolved, cities may be constructed in

areas whi contain enough tokens. City construction is a

more productive way of absorbing population pressures thanis territorial expansion, for while cities require an agriculturalhinterland, they are beer able to resist aa and generaterevenue through taxes whi may be used to establish a cen-tral fund for the benefit of the whole state. e payment of 

taxes is represented by the transfer of tokens from sto intotreasury. Players must strive to maintain a balance betweenrural and urban populations.2.6  Ea turn, players collect one trade card for ea city

they have on the board. Most trade cards are commodities,butsome are calamities whi mayaffect one or more players.Trade cards, including some calamities, are then exangedbetween players during the trading session, allowing playersto build up sets of commodity cards. Once all calamities areresolved, these commodity card sets and tokens in treasurymay be exanged for civilization cards.2.7  Cities are thus essential to provide the wealth needed

to advance a civilization, but a nation whi fails to aug-ment this wealth by trade will be surpassed by others witha more energetic outlook. However, trade is not without itshazards in the form of calamities whi can have a disastrouseffect on people who have failed to evolve a balanced cul-ture. Su calamities may also indirectly provide the impetus

from whi a well-organized society can rise in new ways andaieve still further greatness. Even so, the best calamities arethose whi happen to other nations.2.8  Wealth from trade can be utilized to advance various

aspects of a nation's civilization, whi in turn aids its fur-ther progress. Civilization cards confer special abilities andimmunities upon their holders, and also provide players withthe bulk of the points they need to progress along the Arae-ological Succession Tra and win. e speed and efficiencywith whi a nation is able to develop these various aspects of civilization will determine its ances for success and victoryin the game. Strategic planning is essential, as certain civ-ilization cards are expensive and to purase them a playerwill normally accumulate credits from a series of less expen-

sive cards. For example, the cost of Democracy (200) can bereduced by 45 points with the possession of Drama and Po-etry, Aritecture, and Literacy.

II. GAME COMPONENTS

3 COMPONENTS

3.1 e game consists of the following components:A. A mapboard made up of four panels. e Italian start ar-eas are on the western-most panel, and the Babylonian startareas are on the easternmost panel. e Western ExpansionMap panel may also be used, but is not essential to play of thegame.B. Nine sets of playing pieces.C. Set of 24 civilization cards (eight of ea type).D.   De of 114 commodity cards (plus spare blank cards).Seventy commodity cards are included in ADVANCED CIV-ILIZATION.E.  De of 12 calamity cards. Eight calamity cards are in-cluded in ADVANCED CIV ILIZATION.F. Araeological Succession Card (consisting of the Arae-ological Succession Tra, the Census Tra and the TradeCard Stas).

G. Eight Player Mats.H. Place Cards.I. Rulebook and Gamer's Guide.

 J. Summary of Calamity Effects.K. Civilization Card Credit Table, printed on the ba of the

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rulebook.3.2  ADVANCED CIVILIZATION is played using the orig-

inal map board, player mats, place cards, and some of thetrade cards, from the original CIVILIZATION game, as wellas the new civilization. Commodity and calamity cards, andrules contained in this ADVANCED CIVILIZATION expan-sion kit Players may wish to photocopy the new sequence of play (page 5) to add to their player mats.3.3 ADVANCED CIVILIZATION does not use dice.

4 THE MAPBOARD

4.1 e mapboard consists of four panels whi form a styl-ized map of the ancient civilized world from Italy to the Per-sian Gulf. A fih panel, the Western Extension Mapboard,may also be used, although it is not essential to play of AD-VANCED CIVILIZATION. e map has been divided into ar-eas for purposes of population and movement. ese areascontain significant features central to the play of the game.4.2 Areas:

4.21   Land areas   consist of any area bounded by whitelines whi contains various green or brown-colored terri-tory. Several islands within one area are considered to con-stitute one island for rule purposes.4.22 Water areas consist of any area containing blue. Ar-

eas whi contain both green or brown territory and blue areconsidered to be both land and water areas.4.23  Open sea areas  are water areas whi contain only

blue territory.4.24 Coastal areas are areas whi contain both land and

ocean (nonlake) water.4.3 Boundaries:4.31 Land boundaries are indicated by a white line dividing

two land areas.4.32 Water boundaries are indicated by a white line divid-

ing two water areas, including lakes.4.33 A boundary whi crosses both land and water is con-

sidered to be both a land and water boundary. Where rulesrefer only to land or water boundaries, the terms all-land andall-water boundaries are used.4.4 Geographical features:4.41 Volcanoes are represented by white triangles. One of 

the volcanoes, in the Aegean, occupies one area. e othertwo volcanoes, in Sicily and Italy, straddle two areas.4.42 Flood plains are represented by dark green coloring.

Any area that contains su dark green coloring is consideredto be on a flood plain.

4.43 City Sites are represented by small squares. Most citysites are bla. White city sites are on flood plains and arevulnerable to floods.4.5 Population limits of land areas are indicated by a num-

ber enclosed in a colored circle. ese numbers indicate themaximum number of tokens that the area can accommodate.To ease identification, ea value has its own color.4.6  Start areas for ea nation are indicated by a colored

border. At the start of the game, players may only place theirinitial token in a start area with a border of the same coloras their token. Crete's start areas are indicated by a yellow-green border around the island of Crete.4.61 If the WesternExtension Mapboard is used, the start ar-

eas on the western edge of the original board are disregarded.e start areas for Africa and Italy are altered accordingly.4.7 e map divider, represented by a doed line in the mid-

dle panel of the mapboard, is used to dividethe mapboardintosmaller playing areas for games with less than six players.

4.8  All other map features are included for aesthetic pur-poses only and have no impact on play.

5 PLAYING PIECES

5.1 ere are nine sets of playing pieces, ea of whi bearsa distinctive national color. Ea set contains 55 large squaretokens, nine round cities, four rectangular ships, one smallsquare census marker bearing a number and one small squaresuccession marker.

5.2 Tokens are square, and are used to represent rural pop-ulations. When the term token is used, this does not includeships or cities.

5.3 Cities are round, and are used to represent urban popu-lations.

5.4 Ships are rectangular, and are used only to move tokens

across water areas.5.5 Units is a term used to refer to tokens and cities, but not

ships.

5.6 Unit points is a term used to refer to the value of tokensand cities, usually in the context of resolving calamities. Eacity has a value of five unit points and ea token has a valueof one unit point.

6 CIVILIZATION CARDS

6.1 Civilization cards represent 24 important aspects of civi-lization. ere are five groups of civilization cards, ea iden-tified by its own color and symbolic shape. Four cards be-long to two groups. e groups are: Arts (blue - triangle),Cras (orange - square), Sciences (green - circle), Civics (red- hexagon), and Religion yellow - star).

6.2  Where the aributes of civilization cards create excep- tions to a general rule, these exceptions are set our in italics.e aributes of the various civilization cards are summa- rized on their reverse side.

7 TRADE CARDS

7.1  ere are two types of trade cards - commodity cardsand calamity cards. e term trade card is used in the rulesto refer to both commodity and calamity cards. Rules whirefer specifically to commodity or calamity cards apply onlyto that type of card.

8 COMMODITY CARDS

8.1 ere are 114 commodity cards. e following table setsout the value and number of ea commodity:

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Value Commodity Number1 Ore 71 Hides 72 Iron∗ 82 Papyrus∗ 73 Salt 93 Timber∗ 84 Grain 8

4 Oil∗

75 Cloth 75 Wine∗ 66 Bronze 66 Silver∗ 57 Spices∗ 67 Resin∗ 58 Gems∗ 58 Dye∗ 49 Gold∗ 59 Ivory∗ 4

∗ Use commodity cards providedwith ADVANCED CIV ILIZATION.

9 CALAMITY CARDS

9.1 ere are 12 calamity cards. e following table sets outthe trade card sta in whi ea calamity is placed and itstrade status:

Trade Sta Calamity Trade Status2 Volcano/Earthquake∗ Non-tradable2 Treaery∗ Tradable3 Famine∗ Non-tradable3 Superstition∗ Tradable4 Civil War∗ Non-tradable4 Slave Revolt∗ Tradable5 Flood∗ Non-tradable

5 Barbarian Hordes∗ Tradable6 Epidemic Tradable7 Civil Disorder Tradable8 Iconoclasm and Heresy Tradable9 Piracy Tradable

∗ Use calamity cards supplied with ADVANCED CIVILIZATION.

10 ARCHAEOLOGICAL SUCCESSIONCARD

10.1   e Araeological Succession Card is divided intothree sections: the Araeological Succession Table (A.S.T.),the Trade Card Stas and the Census Tra.10.2  e Araeological Succession Table (A.S.T.)   con-

tains a horizontal tra for ea nation. Ea player's succes-sion marker moves along his nation's tra from le to right.ere are a total of sixteen spaces on ea tra, including thestart arrow and the finish square.10.21 e A.S.T. is divided into five regions (called epos)

by shading: the Stone Age, Early Bronze Age, Late BronzeAge, Early Iron Age, and Late Iron Age. In the last epo,ea space contains a point value. Su spaces may not beentered unless the player in question has acquired the indi-cated number of points (33.25). Not all nations enter the sameepos at the same time.10.3 Trade Card Stas  are used to hold the various trade

cards during play. ere are nine stas, one for ea level of trade card.10.4 e Census Tra is used to hold ea nation's census

marker. Aer population expansion has occurred, players de-termine how many of their tokens are on the board and their

census markers are moved to the appropriate number on theCensus Tra.

11 PLAYER MATS

11.1 Player mats are used by players to hold all tokens, citiesand ships not currently in play on the board. ese are re-

ferred to as sto and are kept in the sto area of the PlayerMat. When tokens, cities and ships are removed from theboard they are placed in sto and may be returned to play ata later time. No playing piece is ever permanently removedfrom the game.11.2  When tokens are placed in the treasury area of the

Player Mat they become a currency whi may be used topurase civilization cards. It is important not to mix tokensin sto with tokens in treasury, as they serve separate func-tions. To maintain this distinction, tokens placed in treasuryshould be inverted. e sequence of play followed ea turndoes not correspond exactly to that printed on the Player Mats- see 18.

12 PLACE CARDS

12.1 e place cards are used at the start of the game to de-termine the order in whi players select their nations. eyhave no other purpose and are put aside once the game be-gins.

13 CALAMITY EFFECTS SUMMARY

13.1  is sheet sets out the effects of ea calamity. eCalamity Effects Summary is printed separately for ease of reference.

14 CIVILIZATION CARD CREDIT ANDGAME RECORD SHEET

14.1 e Civilization Card Credit Table saves a great deal of time by allowing players to quily calculate the credits theyhave accumulated towards the purase of additional civiliza-tion cards.14.2 e Game Record Chart provides a convenient way for

players to record their civilization card purases and keep arunning total of their civilization card points. Players mustkeep a running total of their civilization card values and re-veal this total when asked by another player. Players may

wish to record the number of the turn in whi they acquiredtheir civilization cards for future reference.14.3  ese player aids are printed on the ba of the rule-

book. Players should photocopy the Civilization Card CreditTable and Game Record Chart and keep an adequate supplyon hand.

III. GETTING STARTED

15 SETTING UP THE GAME

15.1 Lay out the mapboard and the Araeological Succes-sion Card. All players place a Player Mat in front of them.

15.2 Sort out the civilization cards by type and put them toone side in an easily accessible location. Sort the commoditycards by number, shuffle ea sta, then count out a number

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of commodity cards from ea of the second to ninth stasequivalent to the number of players. ese are put to one side.Ea of the eight tradable calamity cards is then shuffled inwith the remaining commodity cards of the same numericvalue (i.e.. Treaery is shuffled in with Iron and Papyrus,Superstition with Salt and Timber, and so on), and the com-modity cards whi were put to one side are now placed ontop of their trade card stas. is ensures that no player will

draw a tradable calamity until play is well underway. efour non-tradable calamity cards are placed at the boom of the sta of trade cards corresponding to their numeric value.e first sta does not get a calamity.

15.3 e numbered place cards are shuffled and one is dealtto ea player. One place card is used for ea player to deter-mine the order in whi nations are selected by the players. Insequence, ea player selects one of the nine nations to play,takes the set of playing pieces for that nation and places onetoken in any one of his nation's start areas (4.6). ere is aoice of starting areas for every nation except race, whihas only one start area.

15.31 Even with eight players, one nation will not be in play.

Units belonging to a nation whi is not in play are used forthe Barbarian Hordes and Piracy calamities. Otherwise theseextra units are not used and are put aside.

15.4 Players place their succession markers on their nation'sstart arrow on the A.S.T. and their census markers on the Cen-sus Tra beside the A.S.T. Play may now begin.

15.5 Late arrivals:15.51 Players who wish to join a game once it is in progress

may do so by selecting an unused nation and waiting for aCivil War.

15.52 Once a Civil War occurs, the new player will be thebeneficiary, as he will have the most units in sto (30.41 1).In addition to whatever cities and tokens it acquires as a re-sult of the Civil War, the new nation also acquires, at no cost,the same civilization cards as are held by the Civil War vic-tim, and places his marker on the same A.S.T. position as theCivil War victim. e Civil War victim retains his civilizationcards. is assumption of the civilization cards and A.S.T. po-sition by the beneficiary of a Civil War only occurs when anew player is entering the game.

15.6 Early departures:15.61   If a player must leave a game while it is still in

progress, his units remain, inert, on the mapboard until elim-inated by other players. e inert nation does not move, itspopulation does not increase, and its cities do not require sup-port. Su a nation may not be selected as a secondary victimof calamities.

15.62 When a player leaves the game, his nation retains, atrandom, one trade card for ea city it has on the mapboard.Excess trade cards are returned to the appropriate trade cardstas. When a city belonging to the inert nation is elimi-nated, the aaing player draws one of the trade cards re-tained by that nation and pillages the city (24.5).

15.63 An inert nation retains its civilization cards. eir at-tributes are taken into account when resolving aas againstthe inert nation's units.

16 THE NUMBER OF PLAYERS

16.1   ADVANCED CIVILIZATION may be played by be-tween two and eight players. Depending on the number of players, the playing area, number of tokens per player andcertain rules are different, as set out below. Unless otherwisespecified, all other rules remain in effect.

16.11 When a game is played on only a portion of the map-board, land areas whi are only partially on the mapboardmay be used if their population limit is printed on a panelwhi is in play. A playable land area whi normally con-tains a city site is considered not to have a city site if the siteis printed on a panel whi is not in play.16.12 Nations whose start areas are on a panel whi is not

in play may not be selected. If the western-most panel is notin play, the start areas for Africa and Italy are anged ac-cordingly.16.2  Eight players  - All four panels of the mapboard are

used. If the Western Extension Mapboard is available, it isused as well. Ea player uses 47 tokens.16.3  Seven players  - All four panels of the mapboard are

used. If the Western Extension Mapboard is available, it isused as well. Ea player uses 55 tokens.16.4 Six players - All four panels of the mapboard are used.

If the Western Extension Mapboard is available, players mayoose not to use the eastern-most panel of the mapboard.Ea player uses 55 tokens.16.5 Five players - ree panels of the mapboard are used.

Players may play without both the western-most and eastern-most panels, or, if the Western Extension Mapboard is avail-able, the two most western panels or the two most easternpanels. Ea player uses 47 tokens.16.6  Four players   - Only the three eastern panels of the

mapboard are used, and the doed map dividing line marksthe western edge of the board. Open sea areas containing thedividing line may be used. Only four nations (Egypt, Baby-lon, Assyria and Asia) are available for play. If the WesternExpansion Mapboard is available, the western portion of themapboard can be used, with five nations (Italy, Africa, Illyria,race and Crete) being available for play. In either case, eaplayer uses 55 tokens.16.7  ree players  - Only the three middle panels of the

mapboard are used, and the doed map dividing line marksthe eastern edge of the board. Open sea areas containing thedividing line may be used. Only five nations (Italy, Africa,Illyria, race and Crete) are available for play. Ea playeruses 47 tokens.16.8  Two players  - Only the three middle panels of the

mapboard are used, and the doed map dividing line marksthe eastern edge of the board. Open sea areas containing thedividing line may be used. City sites on islands are disre-garded - 12 tokens are required to build a city on an island.Only four nations (Italy, Africa, Illyria and race) are avail-able for play. Ea player uses 55 tokens.

IV. TURN BY TURN PROCEDURE

17 THE GAME TURN

17.1 Ea ADVANCED CIVILIZATION game turn is dividedinto a number of distinct activities, referredto as phases. Dur-ing ea phase, players perform the indicated activity simul-taneously or, if necessary, in a prescribed order. When allphases have been completed, the turn is finished and a newturn begins.

17.2  To speed play, in many phases all players may carryout the required activity simultaneously, as their actions willhave no effect on other players. However, situations oenarise in whi the actions of other players are of crucial im-portance in determining a player's actions. Players may insist

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at any time that activities in a particular phase be carried outin the proper order.17.3 e order of player activity during various phases is de-

termined according to various criteria, as detailed in the rulesapplying to ea phase. ese criteria are summarized in thesequence of play.17.4 A.S.T. order is used to resolve all ties between the na-

tions except conflict. A.S.T. order corresponds to the list of 

nations on the A.S.T. - Africa is first, Italy second, and so ondown to Egypt.

18 SEQUENCE OF PLAY

18.1   During ea turn, the following sequence of play isused:

Activities ConditionsCollect Taxes (possible cityrevolts) (19)

Only if cities exist (A.S.T. or-der)

Population Expansion (20) Always (A.S.T. order)Census (21) AlwaysShip construction and main-tenance (22)

If desired (census order)

Movement (23) Always (census order)Conflict (24) If necessary (simultaneous,

unless otherwise desired)City construction (25) If appropriate (A.S.T. order)Remove surplus population(e for city support) (26)

If necessary (A.S.T. order)

Trade card acquisition (pur-ase Gold/Ivory) (27)

If cities exist (fewest citiesgoes first)

Trade (28) At least three trade cards re-quired (simultaneous)

Resolve calamities

(Monotheism conversion,e for city support) (29)

If appropriate (in ascending

order)

Acquisition of civilizationcards (return surplus tradecards) (31)

If appropriate (A.S.T order)

Movement of successionmarkers on A.S.T. (33)

Always

18.2 ere are 13 phases in a turn. During the early stagesof the game, ea turn will consist of only a few of the 13phases. Phases in whi no activity takes place are simplydisregarded.18.3 e principal activity of a phase maysometimes require

secondary actions to be taken. ese secondary actions are

shown in parentheses in the activity section of the sequenceof play.

V. THE PHASES

19 TAXATION

19.1  Every player must transfer two tokens from sto totreasury for every city he has on the board. is is theonly way tokens are moved into treasury, other than pillage(24.52).

19.2 Players who hold Coinage may vary their taxation rate by increasing it to three tokens per city or decreasing it to one token per city. e same tax must be levied on ea city in a given round. A taxation rate may be set whi causes the revolt of some cities.

19.3 Revolts19.31  Revolts occur when a player does not have sufficient

tokens in his sto to pay the required taxes. Once the short-fall is determined, the excess cities revolt. Revolts areresolvedonly aer all other players have paid their taxes.19.32  e player with the most units in sto (cities count

for five ea, tokens count for one ea) is the beneficiary of the revolt and ooses whi cities revolt and replaces them

with his own cities. He may take over only that number of cities for whi the original owners are unable to pay theirtaxes. If the beneficiary does not have enough cities in stoto take over all cities in revolt, the player with the next largestnumber of units in sto takes over the remainder and so on,until all cities in revolt have been replaced. e unpaid taxesare not paid by the new owners .19.33 In the rare case where no player can take over remain-

ing revolting cities, they are eliminated instead.19.34 Cities belonging to players who hold Democracy never 

revolt.

20 POPULATION EXPANSION

20.1  Ea player adds one token to every area whi con-tains one of his tokens and two tokens to every area whialready contains two or more of his tokens. Tokens are neveradded to areas with cities. Tokens may be added to an areain excess of its population limit.20.2  If a player does not have sufficient tokens in sto to

complete his population expansion, he divides what tokenshe has in sto among the eligible areas as he wishes, butotherwise population expansion is automatic and may not bevoluntarily curtailed.20.3   Population is increased in A.S.T. order. If population

increases are automatic or do not affect other players, this

activity may be carried out simultaneously.

21 CENSUS

21.1 Ea player counts the number of tokens he has on theboard. Cities and ships are not counted. Except for playerswho hold Military, the player with the most tokens will buildships first and move first in the movement phase, followed bythe other players in order of decreasing token strength.21.2  Ea player's census marker is placed on the Census

Tra on the space whi corresponds to the player's popula-tion. A record is now available for the order of movement. Toresolve ties, the number on the census marker indicates that

nation's position in the A.S.T. order.

22 SHIP CONSTRUCTION

22.1   Players build and maintain ships in census order.Building a ship costs two tokens. is may be paid eitherfrom treasury, by a levy of the player's tokens from the areain whi the ship is being constructed or by a combination of the two.22.11 Players who hold Military always build and maintain 

ships aer players who do not hold Military. e order of ship construction as between those players who hold Military is de- termined normally, according to census order.

22.2   A ship financed completely from treasury may beplaced in any area containing at least one of the player's units.A ship built totally or partially by levy must be placed in thearea being levied. All tokens spent on ships are returned tosto.

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22.3 Ships already in play must be maintained at a cost of one token per turn from treasury or by a levy of one tokenfrom the area that the ship occupies. Ships whi are notmaintained are immediately returned to sto. A player mayremove a ship from the board by not paying maintenance andbuild it in a different area in the same phase.22.4 A player may not have more than four ships in play at

one time.

23 MOVEMENT

23.1   Once ship building is completed, players may movesome, all, or none of their tokens and ships. Cities may notbe moved. A player may not move another player's units.23.2 Players move in census order, the playerwith the great-

est number of tokens moving first.23.21  Players who hold Military always move aer players 

who do not hold Military. e order of movement as between those players who hold Military is determined normally, ac- cording to census order.

23.22  Barbarians, whi periodically appear on the boardas a calamity, move only during the calamity phase in whithey appear.23.3 Tokens may be moved either across one land boundary

into an adjacent land area or onto a ship currently occupyingthe same area. Tokens may not move across both land andwater in the same turn.23.31 Players who hold Roadbuilding may move their tokens 

through one land area into a second land area in the same movement phase. m j i r s t area entered may not contain units belonging to another player, Barbarians or a Pirate city.Roadbuilding may nor be used to move tokens through a land area then on board a ship.23.4  Any number of tokens, belonging to any number of 

players, may be moved into the same area. Tokens may bemoved into an area containing a city. Tokens may be movedinto an area in excess of the area's population limit, althoughthis may result in the later elimination of excess tokens.23.5 Movement of ships23.51 A ship may carry as many as five tokens at one time.

Only tokens whi have not been moved overland in the cur-rent movement phase mayembark onto andmove with a ship.23.52 Ships may only move across water boundaries. A ship

may move into up to four water areas in the same movementphase. Players may not move their ships into open sea ar-eas (4.23) unless they hold Astronomy. Ships may travel inany water area, including lakes, but may not cross all-land

boundaries.23.53 Players who hold Cloth Making may move their ships 

into one extra area during ea movement phase.23.54  Players who hold Astronomy may move their ships 

into open sea areas.23.55 Ships may end their movement in any water area they

can rea, other than an open sea area, regardless of whoseships or tokens also occupy the area.23.56 A ship may take part in any number of embarkations

and debarkations of tokens during the same movement phase,and may retrace all or part of its route subject only to the lim-itation on the number of areas entered. A ship may thus ferrytwo loads of tokens across a narrow strait or lake, or pi up

and set down tokens at different areas along its voyage. To-kens must be embarked and debarked during the same move-ment phase. A token may not remain aboard a ship at the endof a movement phase. A token may not travel on more thanone ship in the same movement phase.

23.57  In Greece, some areas have two distinct coastlines.Ships may enter su areas from either side, but must leavefrom the same side. Ships may not cross directly from onecoastline to another.

24 CONFLICT

24.1 Conflict occurs when the tokens of two or more nationsoccupy the same area and the total number of tokens in thearea is greater than the population limit of the area. An areawhi contains a city is considered to be fully populated. If the population limit of an area containing tokens belongingto two or more different nations is not exceeded, the tokenswill co-exist without conflict.24.11 Conflicts may occur between tokens, between tokens

and cities, and between tokens and cities defended by tokens.All conflicts occur in land areas. Ships are never involved inconflicts, even if they have transported tokens to bale. Shipscannot be captured or eliminated by conflict.24.12 Tokens and cities eliminated as a result of conflict are

returned to sto.24.2 Conflict Between Tokens24.21 Players remove one token at a time alternately until

only one player's tokens remain in the area or the popula-tion level is no longer exceeded. A conflict may thus end inco-existence. e player with the fewest number of tokensremoves first.24.22   If both players have an equal number of tokens in

the area, they remove their tokens simultaneously. As a re-sult, an even number of tokens will be present at all stages sothat an area whi can support only one token will end updepopulated.24.23  If more than two players are involved in a conflict,

tokens are removed in ascending order of strength. Two or

more players may still be required to remove tokens simulta-neously.24.24 Players who hold Metalworking remove their tokens 

aer players who do not hold Metalworking, regardless of the number of their tokens as compared to other players. Con-  flict between players who both hold Metalworking is resolved normally.24.3 Conflicts Between Tokens and Cities24.31  Cities remain standing unless aaed by seven or

more tokens belonging to thesame nation. If fewer than seventokens aa a city, they are simply removed without affect-ing the aaed city.24.32 If a city is aaed by the required number of tokens,

the defender replaces the city with six tokens and the result-

ing conflict between the aaing and defending tokens isresolved. If the defending player has fewer than six tokens insto he replaces the aaed city with what tokens he hasand combat is resolved normally. Players are entitled to re-solve any other conflicts involving their tokens before resolv-ing aas on their cities, so their cities may be replaced bythe maximum number of tokens allowed.24.33 Two or more players may not combine to aa a city.

If two players have tokens in an area containing a city belong-ing to a third player, they bale among themselves until onlyone player's tokens remain. If sufficient tokens survive, thesurvivor may then aa the city.24.34  When a Pirate city is aaed by a player, the Pi-

rate city is replaced by unused tokens solely for the purposeof resolving combat. If any su tokens survive the resultingcombat, they are removed from the board.24.35 Players who hold Engineering require only six tokens 

to aa a city. e defending city is replaced by jive tokens.

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Eight tokens are required to aa a city belonging to a player who holds Engineering. e city is replaced by seven tokens.If both the aaer and defender hold Engineering, the effects of Engineering cancel.24.4 Conflicts Between Tokens and Cities Defended By

Tokens24.41 Conflict between tokens is resolved before aas on

cities. Tokens defending a city must be eliminated before thecity is aaed. e city may only be aaed if a suffi-cient number of aaing tokens survive the initial conflictbetween tokens.24.5 Consequences of City Elimination24.51  Drawing a trade card: When a city is aaed and

eliminated by a player, the aaing player immediatelydraws, at random, one of the victim's trade cards and retainsit for his own use. If the victim has no trade cards, no sudraw occurs.24.52 Pillage: In addition to drawing a trade card from the

victim, a player who successfully aas a city may transferup to three tokens from his sto to his treasury, to reflect pil-lage of the destroyed city. e aaer may oose to transfer

fewer than three tokens if he wishes. e number of tokenswhi may be pillaged may not exceed the number of tokensin the aaer's sto, and can never exceed three tokens percity. e victim's treasury and sto are unaffected by pillage.24.53 No trade card is drawn nor does pillage occur when

a city is converted by Monotheism, captured by Pirates, elim-inated by Barbarians or lost as a result of any other calamityor a tax revolt. A trade card is drawn and pillage occurs onlywhen one player eliminates another player's city by direct at-ta. A player who aas and eliminates, a Pirate city maypillage it.

25 CITY CONSTRUCTION

25.1   City construction takes place aer all conflict is re-solved. A city may be built in any land area. Ea land areamay contain only one city. No player may have more thannine cities on the board at any one time.25.2 A player with six or more tokens in an area containing

a city site may build a city in that area by replacing the to-kens with a city. In areas whi do not contain a city site, atleast twelve tokens are needed to build a city. Tokens used toconstruct cities are returned to sto.25.3   Players who hold Aritecture may use tokens from 

their treasury to assist in the building of one city ea rum. At least half of the tokens used must consist of on-board tokens,but the remainder may consist of tokens taken from treasury.

Aritecture may not be used to construct cities in areas whi contain tokens belonging to another player or Barbarians.

26 REMOVAL OF SURPLUS POPULA-TION

26.1 Aer city construction is completed, all surplus popula-tion is removed to sto. Areas with cities may not also con-tain tokens, and areas without cities may not contain moretokens than allowed by their population limits.26.11  e population limit in areas containing only tokens 

belonging to a player who holds Agriculture is increased by 

one. is effect is limited to areas whi do not contain other tokens. Agriculture has no effect in areas where tokens are co-existing or during conflict.26.2   Ships do not count towards population limits. Any

number of ships may exist in the same area. For example, if 

three ships and three tokens are in an area with a populationlimit of two, one token must be removed to sto but the shipsmay remain without penalty.26.3 Cheing for city support26.31  Aer all surplus population has been removed, ea

player es for city support. Ea player must have twotokens on the board for every city in play. ese tokens rep-resent the agricultural support needed to maintain the urbanpopulations. Players who do not have enough tokens on theboard to support their cities must reduce their cities, one at atime, until there are enough tokens to support the remainingcities.26.32 Players who must reduce unsupported cities may se-

lect whi cities are to be reduced first, subject only to therequirement that newly constructed cities must be reducedbefore cities whi were built or acquired in a previous turn.26.4 City reduction26.41 Cities are reduced by removing them from play and

replacing them with the maximum number of tokens allowedby the area's population limit. ese added token@) can im-mediately be used as support for other cities vulnerable to

reduction. If, when aempting to reduce a city, players findthat they do not have enough tokens in sto to meet the pop-ulation limit, they replace their city with the tokens they havein sto. If other cities are still unsupported, they are elimi-nated.26.5  City support is eed only at two critical points in

ea turn - aer the removal of surplus population and aerthe resolution of calamities. ese two points are indicatedin the Sequence of Play. City support is not eed at anyother time, other than when resolving Slave Revolt (30.42).26.6 When city reduction is required as a result of calami-

ties, the procedure set out above is followed.

27 ACQUISITION OF TRADE CARDS27.1 Players draw one trade card from as many trade card

stas as they have cities on the board. e player with thefewest number of cities on the board draws his trade cardsfirst, followed by the player with the next fewest numberof cities, and so on, until all players have drawn their tradecards.27.2 Trade cards are always collected by the same method.

One card is drawn from ea sta, progressing from the firststa, until the player has drawn from the same number of stas as he has cities on the board. A player with three citiesin play thus draws one trade card from ea of the first threestas, and cannot draw a trade card from the fourth or any

higher trade card sta until he has more than three cities inplay.27.21 If a sta is empty, a player is not entitled to replace

the lost card with one from another sta. e player mustsimply forego drawing a trade card from that particular sta.27.3  Players may not disclose what trade cards they have

drawn as they may have acquired a calamity card whi theymay be able to trade to another player. Calamity cards whimay not be traded (Volcano/ Earthquake, Famine, Civil Warand Flood) must be retained by the player who drew themuntil all trading is complete.27.4 Trade cards must be held in secret. While in a player's

hands, trade cards are the only one of his items whi are not

open to inspection by other players.27.5 Buying Gold, Ivory or Piracy27.51 A player, regardless of the number of cities he has on

the board, may buy one or more trade cards from the ninth(Gold/Ivory) sta at a cost of 18 tokens from treasury per

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card. e spent tokens are returned to sto. Trade cardsare purased from the ninth sta immediately aer the pur-asing player collects his trade cards, before any other play-ers collect their trade cards.

28 TRADE

28.1 Players trade to build up sets of the same commodities,as sets are more valuable than individual commodity cards.Trade is open to all players. Offers may be suspended, al-tered or withdrawn in open negotiation between players, butonce trade cards have anged hands, a deal is complete andcannot be revoked.

28.2 Trade is carried on by a system of barter involving onlytrade cards. Trade deals may not include treasury or civiliza-tion cards. Any one trade deal may involve only two players.

28.3  Ea trade must involve at least three trade cards onea side. A player with fewer than three trade cards may nottrade. When negotiating a trade, ea player must honestly

inform the other of the number of trade cards he wishes totrade and at least two of the trade cards involved in the trade.is information must be correct - the remaining card or cardsneed not be specified and may consist of any commodity ortradable calamity card(s), regardless of what was said to theother player. A player may not show his trade cards to an-other player during negotiations, nor may a player informother players of the details of a trade aer it is completed.

EXAMPLE: A player, wishing to acquire grain, announces "Iwant grain - I'll trade salt for grain." He agrees with a prospec-tive trading partner that he will trade three cards, includingtwo salt, for a grain, an iron and two unknown cards. isguarantees that the other player will receive two salt cards.

An assurance that the third card is also a salt does not guar-antee that the third card traded will not be a different com-modity, or possibly a tradable calamity card. Similarly, ourplayer can only be sure that he will receive one grain, oneiron and two other cards. He has no way of knowing whatthe other cards will be until he receives them, although mean-ingless assurances can be given by his trading partner.

28.4 Limiting the trading phase

28.41 Trading is permied to continue until all players havecompleted all the deals they wish to make. It is strongly rec-ommended, though, that a time limit of not more than fiveminute be imposed upon the trading phase.

28.5 Commodity Card Sets

28.51 When a player holds more than one commodity cardof the same type, the value of the combination is increased ac-cording to the following formula: square the number of cardsheld, then multiply the result by the value of the commodity.For example, three grain cards (ea worth four) have a valueof 3 x 3 x 4 = 36, rather than 4 + 4 + 4 = 12.

28.52   e values of the cards when collected in sets isprinted on ea commodity card. Different commodities,even of the same value, may not be combined in sets.

28.53   Mining increases the value of Iron, Bronze. Silver,Gems or Gold by one card. is effect only applies once ea rum. For example, if a player holding Mining uses three Bronze cards to purase a civilization card, he could use Min- 

ing to increase the value of the set from 54 to 96 (the value of   four Bronze cards), bur could not also use Mining to increase the value of a set of Gems cards in the same turn. Mining may not be used to increase the value of a set of commodity cards beyond the limit printed on the commodity card itself.

29 RESOLUTION OF CALAMITIES

29.1  All calamities are resolved immediately aer tradingends, before the acquisition of civilization cards.29.2  Non-tradable calamity cards must be retained by the

players who drew them until the end of trading. Su calami-ties are resolved against the drawing player once trading iscompleted.

29.3  Tradable calamity cards are also not revealed whendrawn. A player who draws a tradable calamity card maytrade it to another player. A player who receives su acalamity card in trade may in turn trade it to another player,and so on, until the trading session ends. ere is no limit tothe number of times a tradable calamity card may be traded.At the end of the trading session, all calamity cards are re-vealed by the players who hold them.29.4 A player who drew a tradable calamity card need not

have traded it, but su cards cannot be held for future turns.Subject to 29.5, all calamities take effect on the turn in whithey are drawn. If a player retains a tradable calamity card,he becomes the primary victim of the calamity, just as though

the card had been traded to him. When a player retains a trad-able calamity whi calls for secondary victims (Epidemic,Iconoclasm and Heresy, and Piracy), any other eligible playermay be named as a secondary victim.29.5  No player may be the primary victim of more than

two calamities in the same turn. If a player receives morethan two calamities in the same turn, his calamities are shuf-fled together, and two are drawn at random. e remainingcalamities received by that player are discarded and are re-turned to the appropriate sta of trade cards. ere is norestriction on the infliction of secondary effects of calamities.29.6  Calamities are resolved in ascending order, starting

with Volcanic Eruption/Earthquake and ending with Piracy.Non-tradable calamities are resolved before tradable calami-

ties of the same numeric value (i.e., the order of resolution isVolcanic Eruption, Treaery, Famine, Superstition, etc.).29.61  e player who holds a calamity card at the end of 

the trading session is the primary victim of that calamity. Inmany cases, other players must be selected by the primaryvictim as secondary victims. e player who traded a trad-able calamity card to the primary victim may not be selectedas a secondary victim.EXAMPLE:  Crete draws Epidemic, and trades it to Egypt.

At the end of the trading session, Egypt loses 16 unit points,and Crete is immune from the secondary effects of the Epi-demic, as the player who traded it to Egypt. Had Crete nottraded Epidemic, it would have been the primary victim, andall other players would be potential secondary victims.

29.62 When resolving calamities, cities are worth up to fiveunit points and tokens are worth one unit point. If a city isreduced, surviving tokens are not counted towards the reso-lution of the calamity.EXAMPLE:  Africa must remove ten unit points because of 

Famine. It could remove two cities, ten tokens, or any combi-nation thereof. If the African player decided to reduce a city,leaving two tokens in its place, this would count as three unitpoints.29.63  Players must fulfill their losses from calamities by

the exact amount required, if possible. If unable to do so, aplayer may exceed the amount required, but only by as smallan amount as is necessary.29.64

 Whenever a calamity requires that the primary vic-tim direct effects against other players, the primary victimmust do so.29.65 Barbarian tokens and Pirate cities are never affected

by calamities.

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29.7  Aer all calamities are resolved, they are put to oneside. Aer civilization cards are purased, tradable calamitycards are shuffled together with returned trade cards of thesame value and returned, face down, to the boom of theappropriate sta of trade cards. Non-tradable calamity cardsare then placed at the boom of the appropriate sta of tradecards.29.8  Once all calamities are resolved, players must again

e for city support as explained above (26.3).

30 CALAMITIES

30.1 e effects of the various calamities are set out below.e calamities are listed in the order in whi they are re-solved. us Volcano/Earthquake and Treaery are placedin the second trade sta, Famine and Superstition in the thirdtrade sta, and so on. ere are no calamities associated withthe first trade card sta. ese effects are reprinted in theSummary of Calamity Effects.30.2 Second level calamities

30.21 Volcanic Eruption or Earthquake30.211   If the primary victim has any cities in an area

toued by a volcano, the volcano erupts and eliminates allunits, irrespective of ownership, in the areas toued by thevolcano. If the primary victim has cities in areas toued bymore than one volcano, the site of the eruption is that whicauses the greatest total damage to the primary victim andany secondary victims. In the event of a tie, the primary vic-tim selects the location of the eruption.30.212 If the primary victim has no cities in an area toued

by a volcano, one of his cities is destroyed by earthquake.One city belonging to another player is reduced. is sec-ond city must be in an area adjacent to the destroyed city,even across water. As above, the site of the earthquake isthat whi causes the greatest total damage.30.213  If the primary victim holds Engineering, an earth- 

quake reduces. rather than destroys, his city. A player who holds Engineering may not be selected as a secondary victim of an Earthquake. Engineering has no effect on Volcanoes.30.22 Treaery30.221 One city belonging to the primary victim is replaced

by one city belonging to the player who traded him the card.If the trading player has no available cities, the victim's cityis eliminated. e player trading the card selects the city.30.222  If Treaery is drawn by a player and not traded,

one city belonging to that player is reduced. As no one tradedthe card to the primary victim, no other player benefits from

the primary victim's misfortune.30.3 ird level calamities30.31 Famine30.311 e primary victim loses ten unit points himself, and

must instruct other players to remove 20 unit points, no morethan eight of whi may come from any one player. e pri-mary victim decides how many unit points are lost by eaof the secondary victims, but the secondary victims decidewhi units to remove.30.312 Players who hold Poery may reduce their losses by 

 four unit points for ea Grain trade card held. Grain cards used for this purpose are not discarded, but must be placed  face up in front of the player until the end of the turn and may not be used to acquire civilization cards until the follow- ing turn.30.32 Superstition30.321 ree cities belonging to the primary victim are re-

duced. e primary victim ooses whi cities.

30.322  If the primary victim has Mysticism, two cities are reduced; if the primary victim holds Deism, one city is re- duced; if the primary victim holds Enlightenment, there is no effect. ese effects are not cumulative. e governing effect is that of the highest level Religion card held.30.4 Fourth level calamities30.41 Civil War30.411 e primary victim's nation is divided into two fac-

tions. e player with the most unit points in sto is thebeneficiary of the Civil War. is determination is made bycounting tokens in sto (one ea) and cities in sto (fiveea). If the primary victim has the most units in sto thereis no Civil War.30.412  e composition of the first faction is decided by

both the primary victim and the beneficiary as follows:30.4121   e primary victim begins by selecting 15 unit

points.30.4122 If the primary victim holds Music he selects an ad- 

ditional five unit points. If the primary victim holds Drama and Poetry he selects an additional five unit points. If the pri- mary victim holds Democracy he selects an additional ten unit 

 points. e effects of Music, Drama and Poetry, and Democ- racy are cumulative.30.4123 Aer the primary victim completes his selection,

the beneficiary selects an additional 20 unit points belongingto the primary victim to complete the first faction.30.4124   If the primary victim holds Philosophy, the first 

 faction is automatically comprised of 15 units osen by the beneficiary, regardless of any other civilization cards held by the primary victim.30.413 Whatever remains constitutes the second faction. If 

there is no second faction there is no Civil War.30.414 If the primary victim holds Military, five unit points 

are removed from ea faction to reflect the increased destruc- tiveness of the Civil War. e required units are removed aer 

 factions are selected. Ea player must, if possible, remove the required units from areas adjacent to the other faction.30.415  e primary victim then decides whether he will

continue to play the units of the first or second faction. eprimary victim retains his sto, ships, treasury, civilizationcards, and position on the A.S.T. e beneficiary annexeswhiever faction is not retained by the primary victim byreplacing the units involved with his own. If he runs out of units, the remainder are taken over by the next player withthe most units in sto, and so on.30.42 Slave Revolt30.421 Fieen tokens belonging to the primary victim may

not be used to support his cities. is effect is resolved im-mediately. Aer the end of the current calamity phase, the

tokens again function normally.30.422  Cities are reduced one at a time, with the newly

available tokens being eligible to provide support for the vic-tim's remaining cities (see 26.6). If the primary victim hasless than fieen tokens on the board, only those tokens areaffected by Slave Revolt. Tokens placed on the board aerthe resulting reduction of the primary victim's cities may al-ways be used for city support.30.423  If the primary victim holds Mining, an additional 

 five tokens may not be used for city support. If the primary victim holds Enlightenment, the number of tokens whi may not be used for city support is reduced by jive. If a player holds both Mining and Enlightenment, the effects cancel.30.5

 Fih level calamities30.51 Flood30.511 If the primary victim has units on a flood plain (4.42),

he loses a maximum of 17 unit points from that flood plain.Cities are vulnerable to flood if they have been built in areas

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with no city site or a city shown as a white square. Cities onbla city sites are safe.

30.512 Ten unit points on the same flood plain belonging toone or more secondary victims arealso removed. e primaryvictim divides the ten unit point loss among the secondaryvictims as he ooses, but the secondary victims themselvesoose whi units are to be lost. If the number of units on theaffected flood plain belonging to other players totals ten unitpoints or less, all those other players automatically becomesecondary victims and all their units are eliminated.30.513   If the primary victim has units on more than one

flood plain, the flood occurs on the flood plain containing thegreatest number of his unit points. In the event of tie, theprimary victim selects the location of the flood.30.514 If the primary victim has no units in a flood plain,

one of his coastal cities is eliminated. e primary victimooses the city. If the primary victim has no coastal cities,he is unaffected by the flood.30.515 A player who holds Engineering who has units on a 

 flood plain loses a maximum of seven unit points from flood,whether as a primary or secondary victim. If a primary victim 

who holds Engineering has no units on a flood plain, one of  his coastal cities is reduced rather than eliminated.30.52 Barbarian Hordes30.521 Initial placement30.5211   Fieen tokens belonging to one of the nations

whi did not start the game are placed in one of the primaryvictim's start areas. ese Barbarian tokens are placed in thestart area whi causes the greatest damage to the primaryvictim. If the primary victim does not have units in any of his start areas, the Barbarians are initially placed in an emptystart area. eymay be placed in an area whi contains unitsbelonging to a player other than the primary victim only if noother area is available.30.5212 Immediately aer initial placement, conflict is re-

solved between the newly-placed Barbarians and any units,including those of nations other than the primary victim, inthe area occupied by the Barbarians.30.523 Continued movement30.5231 Once conflict arising out of their initial placement

is resolved, all surviving Barbarians in excess of the popula-tion limit of the area of initial placement move to the adjacentarea whi will result in the greatest damage to the primaryvictim. Conflict is again resolved.30.5232 is process is repeated until there are no surplus

Barbarian tokens. At the end of the calamity phase, survivingBarbarian tokens may not exceed the population limits of theareas they occupy.

30.5233 Barbarians always move as a unit, other than whenthey leave tokens in areas they have already occupied. Bar-barians may move across water boundaries, but not acrossopen sea areas.30.5234 e movement of Barbarians is governed by the

principle that they always move into the area whi causesthe greatest immediate damage to the primary victim. Nocalculation is made as to whether the overall damage to theprimary victim would be greater if the Barbarians went intoone area as opposed to another, as the determination of great-est damage is made for ea Barbarian movement in turn.30.5235 All movement and conflict involving Barbarians is

completed during the calamity phase, prior to the resolution

of any other calamities. Once the Barbarians have stoppedmoving, they remain on the board until eliminated by otherplayers. Barbarians do not increase their population and maynot be selected as secondary victims of calamities.30.524 Conflict with other nations

30.5241  Barbarians must enter areas occupied solely bycities or tokens belonging to the primary victim, providedthey can inflict damage on the primary victim by enteringsu areas. If they are unable to move into su an area, theymay enter empty areas or areas occupied by units belongingto other nations in order to rea the nearest area in whithey can inflict damage on the primary victim.30.5242 If Barbarians enter areas containing units belong-

ing to nations other than the primary victim, they engage inconflict with those units. Barbarians do not aa their owntokens, and thus may pass through areas they have alreadyoccupied with no ill effects. It is possible that a primary vic-tim who has no units near his starting areas might not sufferany ill effects from this calamity, as the Barbarians might ex-haust themselves ravaging and occupying areas while tryingto rea the nearest vulnerable primary victim units.30.525 Resolving ties30.5251  If Barbarians have a oice of areas to enter, the

player who traded the calamity to the primary victim selectsthe area. If the calamity was not traded, su decisions aremade by the player with the most units in sto at the time

the calamity is resolved.30.5252  Barbarian tokens do not benefit from any of theaributes of their controlling player.30.526   If Barbarians eliminate a city. no trade card is

drawn from the victim.30.527  Crete may not be the primary victim of Barbarian

Hordes.30.6 Sixth level calamities30.61 Epidemic30.611 e primary victim loses 16 unit points. e primary

victim must also order other players to lose 25 unit points of their oice, no more than 10 of whi may come from anyone player. e player who traded Epidemic to the primaryvictim may not be selected as a secondary victim.

30.612 A nation removing tokens as a result of an Epidemicmust leave at least one token in ea affected area. Citieswhi are eliminated by an Epidemic are replaced by at leastone token, so cities account for a maximum of four unit pointswhen calculating losses from this calamity.30.613 If a primary victim of Epidemic holds Medicine, his 

losses are reduced by eight unit points. If a secondary victim of Epidemic holds Medicine, his losses are reduced by five unit  points.

30.614 A playerwho holds Roadbuilding loses an additional  five unit points to Epidemic, both as a primary and a sec- ondary victim.30.615 e effects of 30.613 - 30.614 are cumulative.

30.7 Seventh level calamities30.71 Civil Disorder30.711  All but three of the primary victim's cities are re-

duced. e primary victim ooses whi cities are reduced.30.712 e number of the primary victim's cities reduced is 

decreased by one for ea of the following civilization cards held: Music, Drama and Poetry, Law and Democracy.30.713 e number of the primary victim's cities reduced is 

increased by one if the primary victim holds Military.30.714 e number of the primary victim's cities reduced is 

increased by one if the primary victim holds Roadbuilding.30.715 e effects of 30.712 - 30.714 are cumulative.30.8 Eighth level calamities30.81 Iconoclasm and Heresy30.811 Four of the primary victim's cities are reduced. e

primary victim ooses whi cities are reduced.30.812 If the primary victim holds Law, the number of cities 

reduced is decreased by one.

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30.813 If the primary victim holds Philosophy, the number of cities reduced is decreased by one.30.814 If the primary victim holds eology, the number of  

cities reduced is decreased by three.30.815 If the primary victim holds Monotheism, the number 

of cities reduced is increased by one.30.816 If the primary victim holds Roadbuilding, the num- 

ber of cities reduced is increased by one.30.827 e effects of 30.812 - 30.816 are cumulative.30.818  e primary victim must also order the reduction

of a total of two cities belonging to other players. e playerwho traded Iconoclasm andHeresy to theprimary victimmaynot be selected as a secondary victim.30.819  A secondary victim who holds Philosophy may not 

lose more than one city as a result of the primary victim's order. A player who holds eology cannot be named as a secondary victim.30.9 Ninth level calamities30.91 Piracy30.911   e primary victim loses two coastal cities. e

player trading the card selects the cities. ese cities are re-

placed by two pirate cities belonging to one of the nationswhi did not start the game (for convenience, use the sameunits as for Barbarian Hordes).30.912 Two coastal cities belonging to two other players are

similarly replaced by pirate cities, even if the primary victimhad fewer than two coastal cities and was thus not himself fully affected. e primary victim selects these cities. esecondary victims may ea lose only one city. e playerwho traded Piracy to the primary victim may not be selectedas a secondary victim.30.913 Pirate cities do not require city support, and remain

on the board until aaed and destroyed. When a piratecity is aaed, it is replaced by unused tokens solely for thepurpose of resolving combat. Aer combat is resolved, anysurviving pirate tokens are eliminated. When a pirate city isdestroyed, the aaer may pillage the city.

31 ACQUISITION OF CIVILIZATIONCARDS

31.1 Ea player has the option of acquiring one or more civ-ilization cards by turning in commodity cards and treasurytokens and applying credits from previously purased civi-lization cards. e value of ea civilization card is printedin large type at the boom center of the civilization card.31.12  Civilization cards are acquired in A.S.T. order. is

allows certain players to see whi civilization cards otherplayers are acquiring before deciding on their own acquisi-tions. Because there is no limit to the number of ea type of civilization card, it oen may be possible to waive this ruleso that all players acquire civilization cards simultaneously.31.2 e purase cost of civilization cards must be met by

a combination of the following:31.3 Commodity Cards31.31 e value of commodity card sets when acquiring civ-

ilization cards is calculated as set out in 28.5 1.31.4 Tokens31.41 Tokens from treasury may be used to acquire civiliza-

tion cards, but a player may not intentionally spend moretreasury tokens than required.31.5 Credits31.51 Most civilization cards provide credits towards other

cards of the same group (group credits), as well as specialcredits towards certain other civilization cards.

31.52  A summary of credits is printed on the CivilizationCard Credits table. By highlighting across the table when acivilization card is acquired, a player can read down the ap-propriate column to quily total the credits amassed for aparticular civilization card.31.53  Credits may not be used in the same turn in whi

they are acquired. A player must wait until the next turn touse credits from newly acquired civilization cards. e sim-

plest way to enforce this rule is for players who purase morethan one civilization card to collect them at the same time.31.54   A credit from a civilization card whi is already

owned by a player may be applied towards the purase of more than one additional civilization card, but the credit mayonly be applied once to ea new card. For example, a playerholding Astronomy, whi gives a 20 point credit towards allother sciences, may apply the 20 point credit to the puraseof both Coinage and Medicine in the same turn, but the creditfrom Astronomy may only be applied once to ea new card.31.55  Four civilization cards (Engineering, Mathematics.

Literacy and Mysticism) belong to two groups. ese areprinted with both group colors along the top. ese cards re-

ceive all the advantages of both groups. For example, a playerwishing to acquire Engineering receives credits from his or-ange cra cards and his green science cards. Conversely, aplayer who already holds Engineering may use both the craand science credit associated with Engineering when acquir-ing other civilization cards.31.551  A civilization card with two colors counts for two

groups when determining whether the entry conditions forcertain epos are met ( 33.23).31.56 A player must use a credit if it applies to a civilization

card he is purasing. He cannot oose to ignore the creditin order to spend treasury tokens.31.57 If a player has sufficient credits to acquire a civiliza-

tion card without any expenditure of commodity cards or

treasury tokens, he may acquire that civilization card at nocost.31.58 No ``ange'' is given if the value of commodity cards

and credits exceeds the value of the civilization cards beingpurased. Any excess is lost.EXAMPLE:  A player holds Mysticism (acquired in a previ-

ous round). six trade cards (three Grain, twoPapyrus, andoneHides), and ten tokens in treasury. He wishes to acquire theMusic cad (value 60). Consulting the Civilization Card Cred-its table, our player sees that Mysticism provides five pointsin credit; the trade cards have a value of 45 (36 for the Grain,eight for the Papyrus and one for the Hide); and the treasuryholds ten tokens. e total value is 60 points (five in credits+ 45 in trade cads + 10 in treasury) - just enough to acquire

Music.31.6 Restrictions31.61  A player may acquire one, and only one, of ea of 

the 24 civilization cards. A player may not hold more thanone of ea type of civilization card.31.62  Certain civilization cards may only be acquired if a

playeralready acquired another civilization card in a previousturn. Engineering is required for Roadbuilding and Mining;Law is required for Democracy and Philosophy; Enlighten-ment is required for Monotheism and eology.31.63   Once acquired, civilization cards may not be dis-

carded or traded.31.7 Returning Excess Commodity Cards

31.71 Aer completing purases of civilization cards, play-ers may retain up to eight commodity cards in their hands forthe next turn. Players may not conceal the number of com-modity cards they retain. Any excess commodity cards of the player's oice must be surrendered, displayed, shuffled

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together with commodity cards used to acquire civilizationcards and with calamities whi take place in the same turn,then placed, face down, at the boom of the appropriate tradecard sta.

31.72 Tradable calamity cards may not be retained or sur-rendered. If a tradable calamity is not traded and resolvedagainst another player, it is resolved against the player whodrew it.

31.8 Restaing Returned Trade Cards

31.81  Once all players have acquired civilization cards, allcommodity cards used for that purpose, excess commoditycards and any tradable calamity cards whi were drawn inthat turn are shuffled together and placed, face down, at theboom of the appropriate trade card sta.

31.82 Any non-tradable calamity cards whi were drawnthat turn are then placed at the boom of the appropriatetrade card sta.

32 CIVILIZATION CARD ATTRIBUTES

32.1 e groups, cost, aributes and credits associated withthe various civilization cards are described below. Details of how civilization cards affect calamities are found in the rulesrelating to the calamity.  e credits given by ea civiliza-tion card towards the purase of additional civilizationcards are also set out in the Civilization Card Credit table,printed on the ba of the rulebook.

32.2 Cras

32.21 Pottery (Cra - 45)32.211  e effects of Famine are reduced if the affected

player holds Poery and one or more Grain cards (30.3 12).

32.212  Poery provides a credit of 10 points to all otherCra cards, Democracy and Monotheism.

32.22 Cloth Making (Cra - 45)32.221 Ships may move an extra area - five areas instead of 

four.

32.222 Cloth Making provides a 10 point credit to all otherCra cards, Democracy and Monotheism.

32.23 Metalworking (Cra - 80)

32.231 In conflicts, a player with metalworking always re-moves his token aer all other players without metalwork-ing have removed theirs, even though the other player(s) mayhave larger forces. Among players who hold Metalworkingthere is no effect.

32.232  Metalworking provides a credit of 10 points to allother Cra cards, Democracy and Monotheism, and 20 points

to Military.32.24 Agriculture (Cra - 110)

32.241 e population limit in areas occupied solely by to-kens belonging to a player who holds Agriculture is increasedby one. us an area whi normally has a population limit of two can-support three tokens. is effect increases the num-ber of tokens substituted for reduced cities by one, but doesnot apply during conflicts or in areas whi contain tokensbelonging to other nations.

32.242 Agriculture provides a credit of 10 points to all otherCra cards, Democracy and Monotheism.

32.25 Roadbuilding (Cra - 140)32.251 Players who hold Roadbuilding may move their to-

kens through one land area into a second land area in thesame movement phase. e first area entered may not con-tain units belonging to another player, Barbarians or a Piratecity. Roadbuilding may not be used to move tokens througha land area and then on board a ship.

32.252   Roadbuilding aggravates the effects of Epidemic(30.614), Civil Disorder (30.714) and Iconoclasm and Heresy(30.816).32.253 Roadbuilding may only be acquired by a player who

has Engineering.32.254  Roadbuilding provides a credit of 10 points to all

other Cra cards, Democracy and Monotheism.32.26 Mining (Cra - 180)32.261  Mining allows the holder to increase the value of 

any set of Iron, Bronze, Silver, Gems or Gold by one cardwhen acquiring civilization cards or when evaluating hishand for A.S.T. or victory condition purposes. Mining maynot be used to increase the value of a set of commodity cardsbeyond the limit printed on the commodity card itself. isability may only be used once per turn.EXAMPLE: A player holds Mining. If he turns in three Iron

cards, their value is calculated as though there were four Ironcards (32 rather than 18). If two Gems cards were turned in,they would be worth 72 rather than 32, but the Mining cardcould not be used to increase both Iron and Gems in the sameturn, nor could it be used to increase the value of retained

commodity cards later in the same turn if already used whenacquiring civilization cards.32.262  Mining aggravates the effects of a Slave Revolt

(30.423).32.263 Mining may only be acquired by a player who has

Engineering.32.264  Mining provides a credit of 10 points to all other

Cra cards, Democracy and Monotheism.32.3 Cras/Sciences32.31 Engineering (Cra/Science - 140)32.311 Players who hold Engineering require onlysix tokens

to aa a city. e defending city is replaced by five tokens.Eight tokens are required to aa a city belonging to a playerwho holds Engineering. e city is replaced by seven tokens.If both the aaer and defender hold Engineering, the effectsof Engineering cancel.32.312   Engineering reduces the effects of Earthquake

(30.213) and Flood (30.515).32.313 A player must hold Engineering before he acquires

either Mining or Roadbuilding.32.314 Engineering provides a credit of 10 points to all other

Cra cards, Democracy and Monotheism; and 20 points to allother Science cards, Philosophy and eology.32.4 Sciences32.41 Astronomy (Science- 80)32.411  Ships belonging to a player who holds Astronomy

may cross open seas.

32.412  Astronomy provides a 20 point credit to all otherScience cards, Philosophy and eology.32.42 Coinage (Science - 110)32.421 Players who hold Coinage may vary their taxation

rate by increasing it to three tokens per city or decreasing it toone token per city. e same tax must be levied on ea cityin a given round. A taxation rate may be set whi causes therevolt of some cities.32.422  Coinage provides a credit of 20 points to all other

Science cards, Philosophy and eology.32.43 Medicine (Science - 140)32.431 Medicine reduces the effect of Epidemic (30.613).32.432 Medicine provides a credit of 20 points to all other

Science cards, Philosophy and eology.32.5 Science/Arts32.54 Mathematics (Science/Arts - 230)32.541   Mathematics provides a credit of 20 points to all

other Science cards, 5 points to all other Arts cards and Law,

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10 points to Enlightenment and 25 points to Philosophy andeology.32.6 Arts32.61 Drama and Poetry (Arts - 60)32.611  Drama and Poetry reduces the effects of Civil War

(30.4122) and Civil Disorder (30.712).32.612  Drama and Poetry provides a credit of 5 points to-

wards Mathematics. Music, Aritecture, Law and Mysti-

cism, 10 points towards Democracy and Enlightenment, and20 points towards Literacy.32.62 Music (Arts - 60)32.621 Music reduces the effects of Civil War (30.4122) and

Civil Disorder (30.7 12).32.622 Music provides a credit of 5 points towards Drama

and Poetry, Aritecture, Literacy, Law and Mysticism, 10points towards Democracy and Enlightenment, and 20 pointstowards Mathematics and Philosophy.32.63 Aritecture (Arts - 120)32.631 Players who hold Aritecture may use tokens from

their treasury to assist in the building of one city ea turn.At least half of the tokens used must consist of on-board to-

kens, but the remainder may consist of tokens taken fromtreasury. Aritecture may not be used to construct citiesin areas whi contain tokens belonging to another player orBarbarians.32.632 Aritecture provides a credit of 5 points towards all

other Arts cards, 10 points to Democracy and Enlightenment.and 15 points to Law.32.7 Arts/Civics32.71 Literacy (Arts/Civic - 110)32.711   Literacy provides a credit of 5 points to all other

Arts cards. 10 points to Enlightenment and 25 points to Law,Democracy and Philosophy.32.8 Civics32.81 Law (Civic - 170)

32.811 Law reduces the effects of Civil Disorder (30.712) andIconoclasm and Heresy (30.812).32.812  A player must hold Law before he acquires either

Democracy or Philosophy32.82 Democracy (Civic - 200)32.821 A player who holds Democracy is immune from tax

revolts.32.822   Democracy reduces the effects of Civil War

(30.4122) and Civil Disorder (30.712).32.823 Democracy may only be acquired by a player who

holds Law.32.83 Military (Civic - 180)32.831 Players who hold Military always move aer play-

ers who do not hold Military. e order of movement as W e

e n those players who hold Military is determined normally,according to census order. Military has a similar effect on theorder of ship construction.32.832  If a player holding Military has a Civil War, both

factions lose 5 unit points aer the Civil War is resolved(30.414).32.833   Military aggravates the effects of Civil Disorder

(30.713).32.84 Philosophy (Civic - 240)32.841 Philosophy alters the effects of Civil War (not neces-

sarily for the beer - 30.4124) and reduces the effects of Icon-oclasm and Heresy (30.813.30.819).32.842 Philosophy may only be acquired by a player who

holds Law.32.9 Religion32.91 Mysticism (Religion/Arts - 50)32.911   Mysticism reduces the effects of Superstition

(30.322).

32.912  Mysticism provides a credit of 5 points to all otherArts cards and I5 points to all other Religion cards.32.92 Deism (Religion - 80)32.921  Deism reduces the effects of Superstition (30.322).

32.922 Deism provides a credit of IS points to Enlightenment,Monotheism and eology.32.93 Enlightenment (Religion - 150)32.931  Enlightenment nullifies the effects of Superstition

(30.222), and reduces the effects of Slave Revolt (30.423).32.932  A player must hold Enlightenment before he ac-

quires either Monotheism or eology.32.933   Enlightenment provides a credit of 15 points to

Monotheism and eology.32.94 Monotheism (Religion - 220)32.941 At the end of the calamity phase, prior to the acqui-

sition of civilization cards, a player holding Monotheism mayconvert the occupants of any one area adjacent by land to anarea containing his own units by replacing the units in thatarea with his own units. An area containing either a city orone or more tokens may be taken over in this manner, beingreplaced by a city or tokens, respectively.

32.942 If the playerholding Monotheism does not have suf-ficient units in sto to replace units in a target area, he maynot convert that area. e area must be adjacent by land toan area containing the player's own units, and may not beoccupied by units belonging to another player who also hasMonotheism or eology. Barbarian tokens and Pirate citiesmay not be converted by Monotheism.32.943  Monotheism aggravates the effects of Iconoclasm

and Heresy (30.815).32.944 Monotheism may only be acquired by a player who

holds Enlightenment.32.95 eology (Religion - 250)32.951   eology reduces the effects of Iconoclasm and

Heresy (30.814, 30.819).

32.952  A player who holds eology is not affected byMonotheism.32.953   eology may only be acquired by a player who

holds Enlightenment.

33 MOVEMENT OF MARKERS ON THEA.S.T.

33.1 At the end of ea turn, ea player's marker is movedone space to the right along the A.S.T. In some situations, amarker may not move forward or may even be moved ba-ward one space.33.11  A player's marker may not enter a new epo unless

the epo entry requirements are met.33.2 Epo Entry Requirements:33.21 Stone Age - none.33.22 Early Bronze Age - two cities in play.33.23 Late Bronze Age - three cities in play and ownership

of at least three groups of civilization cards (i.e., three of thefive colors must be present). Remember that some cards be-long to and count as two groups.33.24  Early Iron Age - four cities in play and ownership

of at least nine civilization cards, including civilization cardsfrom all five groups (i.e., all five colors must be present).33.25 Late Iron Age - five cities in play. Ea space in the

Late Iron Age contains a point value. To enter su a space,

the value of a player's civilization cards must at least equalthe value printed in the space. Commodity cards and trea-sury are not counted.33.3 If a player has fewer cities in play than the number re-

quired to enter an epo, his marker is frozen on the A.S.T.

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and may not advance further in that epo until he has againconstructed the required number of cities. is determinationis made at the time markers are moved along the A.S.T.

33.4   If a player ends a round with no cities in play, hismarker moves bawards on the A.S.T. at the rate of one spaceper turn, unless that player is in the Stone Age, whi has nocity requirement.

VI. WINNING THE GAME

34 THE END OF THE GAME

34.1 e game ends when either of the following conditionsis met:

A. At least one player moves his marker onto a finish squareon the A.S.T. e move into the finish square counts as thelast step along the A.S.T. e player who first reaes a finishsquare on the A.S.T. does not necessarily win the game.

B. A predetermined time limit is reaed.

34.2 Because of the length of time required to move to theend of the A.S.T., games will oen end when a time limit isreaed. In the interest of fairness, this time limit should beset before the game starts. Players must complete the finalturn before determining the winner.

35 VICTORY DETERMINATION

35.1  e winner is determined by adding the value of thefollowing:A. Civilization cards (the total face value).B.   Commodity cards (the total value of sets plus the face

value of individual cards).C. Treasury (the number of tokens in Treasury).D. A.S.T. position (100 points for ea space).E. Cities (50 points for ea city on the board).35.2 e player with the highest point value is the winner.

is will not necessarily be the player with the most valu-able civilization cards or the player who is furthest along theA.S.T., although both are an important source of points. If twoor more players have the same number of points, the game is

a tie.

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Calamity Effects Summary

30.21 Volcanic Eruption or Earthquake30.211 If the primary victim has any cities in an area toued by

a volcano, the volcano erupts and eliminates all units, irrespectiveof ownership, in the areas toued by the volcano. If the primaryvictim has cities in areas toued by more than one volcano, thesite of the eruption is that whi causes the greatest total damage

to the primary victim and any secondary victims. In the event of atie, the primary victim selects the location of the eruption.30.212 If the primary victim has no cities in an area toued by

a volcano, one of his cities is destroyed by earthquake. One citybelonging to another player is reduced. is second city must bein an area adjacent to the destroyed city, even across water. Asabove, the site of the earthquake is that whi causes the greatesttotal damage.30.213 If the primary victim holds Engineering, an earthquake 

reduces. rather than destroys, his city. A player who holds Engi- neering may not be selected as a secondary victim of an Earthquake.Engineering has no effect on Volcanoes.

30.22 Treaery30.221 One city belonging to the primary victim is replaced byone city belonging to the player who traded him the card. If thetrading player has no available cities, the victim's city is eliminated.e player trading the card selects the city.30.222 If Treaery is drawn by a player and not traded, one city

belonging to that player is reduced. As no one tradedthe card to theprimary victim, no other player benefits from the primary victim'smisfortune.

30.31 Famine30.311 e primary victim loses ten unit points himself, and must

instruct other players to remove 20 unit points, no more than eightof whi may come from any one player. e primary victim de-cides how many unit points are lost by ea of the secondary vic-tims, but the secondary victims decide whi units to remove.30.312 Players who hold Poery may reduce their losses by four 

unit points for ea Grain trade card held. Grain cards used for this purpose are not discarded, but must be placed face up in front of the player until the end of the turn and may not be used to acquire civilization cards until the following turn.

30.32 Superstition30.321 ree cities belonging to the primary victim are reduced.

e primary victim ooses whi cities.30.322   If the primary victim has Mysticism, two cities are re- 

duced; if the primary victim holds Deism, one city is reduced; if the 

 primary victim holds Enlightenment, there is no effect. ese effects are not cumulative. e governing effect is that of the highest level Religion card held.

30.41 Civil War30.411 e primary victim's nation is divided into two factions.

e player with the most unit points in sto is the beneficiary of the Civil War. is determination is made by counting tokens insto (one ea) and cities in sto (five ea). If the primary vic-tim has the most units in sto there is no Civil War.30.412 e composition of the first faction is decided by both the

primary victim and the beneficiary as follows:30.4121 e primary victim begins by selecting 15 unit points.

30.4122  If the primary victim holds Music he selects an addi- tional five unit points. If the primary victim holds Drama and Po- etry he selects an additional five unit points. If the primary victim holds Democracy he selects an additional ten unit points. e effects of Music, Drama and Poetry, and Democracy are cumulative.

30.4123  Aer the primary victim completes his selection, thebeneficiary selects an additional 20 unit points belonging to the pri-mary victim to complete the first faction.30.4124 If the primary victim holds Philosophy, the first faction 

is automatically comprised of 15 units osen by the beneficiary, re- gardless of any other civilization cards held by the primary victim.

30.413 Whatever remains constitutes the second faction. If thereis no second faction there is no Civil War.30.414 If the primary victim holds Military, five unit points are 

removed from ea faction to reflect the increased destructiveness of the Civil War. e required units are removed aer factions are selected. Ea player must, if possible, remove the required units 

 from areas adjacent to the other faction.30.415 e primary victimthen decides whether he will continue

to play the units of the first or second faction. e primary victimretains his sto, ships, treasury, civilization cards, and position onthe A.S.T. e beneficiary annexes whiever faction is not retainedby the primary victim by replacing the units involved with his own.If he runs out of units, the remainder are taken over by the nextplayer with the most units in sto, and so on.

30.42 Slave Revolt30.421 Fieen tokens belongingto theprimary victim may notbe

used to support his cities. is effect is resolved immediately. Af-ter the end of the current calamity phase, the tokens again functionnormally.30.422 Cities are reduced one at a time, with the newly available

tokens being eligible to provide support for the victim's remainingcities (see 26.6). If the primary victim has less than fieen tokens onthe board, only those tokens are affected by Slave Revolt. Tokensplaced on the board aer the resulting reduction of the primaryvictim's cities may always be used for city support.30.423 If the primary victim holds Mining, an additional five to- 

kens may not be used for city support. If the primary victim holds Enlightenment, the number of tokens whi may not be used for 

city support is reduced by jive. If a player holds both Mining and Enlightenment, the effects cancel.

30.51 Flood30.511 If the primary victim has units on a flood plain (4.42), he

loses a maximum of 17 unit points from that flood plain. Cities arevulnerable to flood if they have been built in areas with no city siteor a city shown as a white square. Cities on bla city sites are safe.30.512 Ten unit points on the same flood plain belonging to one

or more secondary victims are also removed. e primary victimdivides the ten unit point loss among the secondary victims as heooses, but the secondary victims themselves oose whi unitsare to be lost. If the number of units on the affected flood plain be-

longing to other players totals ten unit points or less, all those otherplayers automatically become secondary victims and all their unitsare eliminated.30.513  If the primary victim has units on more than one flood

plain, the flood occurs on the flood plain containing the greatestnumber of his unit points. In the event of tie, the primary victimselects the location of the flood.30.514 If the primary victim has no units in a flood plain, one of 

his coastal cities is eliminated. e primary victim ooses the city.If the primary victim has no coastal cities, he is unaffected by theflood.30.515 A player who holds Engineering who has units on a flood 

 plain loses a maximum of seven unit points from flood, whether as a primary or secondary victim. If a primary victim who holds En- gineering has no units on a flood plain, one of his coastal cities is reduced rather than eliminated.

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30.52 Barbarian Hordes30.521 Initial placement

30.5211 Fieen tokens belonging to one of the nations whi didnot start the game are placed in one of the primary victim's startareas. ese Barbarian tokens are placed in the start area whicauses the greatest damage to the primary victim. If the primaryvictim does not have units in any of his start areas, the Barbariansare initially placed in an empty start area. ey may be placed inan area whi contains units belonging to a player other than theprimary victim only if no other area is available.

30.5212 Immediately aer initial placement, conflict is resolvedbetween the newly-placed Barbarians and any units, includingthose of nations other than the primary victim, in the area occu-pied by the Barbarians.

30.523 Continued movement

30.5231 Once conflict arising out of their initial placement is re-solved, all surviving Barbarians in excess of the population limitof the area of initial placement move to the adjacent area whiwill result in the greatest damage to the primary victim. Conflict isagain resolved.

30.5232 is process is repeated until there are no surplus Bar-

barian tokens. At the end of the calamity phase, surviving Barbar-ian tokens may not exceed the population limits of the areas theyoccupy.

30.5233 Barbarians always move as a unit, other than when theyleave tokens in areas they have already occupied. Barbarians maymove across water boundaries, but not across open sea areas.

30.5234 e movement of Barbarians is governed by the princi-ple that they always move into the area whi causes the greatestimmediate damage to the primary victim. No calculation is madeas to whether the overall damage to the primary victim would begreater if the Barbarians went into one area as opposed to another,as the determination of greatest damage is made for ea Barbarianmovement in turn.

30.5235 All movement and conflict involving Barbarians is com-

pleted during the calamity phase, prior to the resolution of anyother calamities. Once the Barbarians have stopped moving, theyremain on the board until eliminated by other players. Barbariansdo not increase their population and may not be selected as sec-ondary victims of calamities.

30.524 Conflict with other nations

30.5241 Barbarians must enter areas occupied solely by cities ortokens belonging to the primary victim, provided they can inflictdamage on the primary victim by entering su areas. If they areunable to move into su an area, they may enter empty areas orareas occupied by units belonging to other nations in order to reathe nearest area in whi they can inflict damage on the primaryvictim.

30.5242 If Barbarians enter areas containing units belonging to

nations other than the primary victim, they engage in conflict withthose units. Barbarians do not aa their own tokens, and thusmay pass through areas they have already occupied with no ill ef-fects. It is possible that a primary victim who has no units near hisstarting areas might not suffer any ill effects from this calamity, asthe Barbarians might exhaust themselves ravaging and occupyingareas while trying to rea the nearest vulnerable primary victimunits.

30.525 Resolving ties

30.5251 If Barbarians have a oice of areas to enter, the playerwho traded the calamity to the primary victim selects the area. If the calamity was not traded, su decisions are made by the playerwith the most units in sto at the time the calamity is resolved.

30.5252   Barbarian tokens do not benefit from any of the at-

tributes of their controlling player.30.526   If Barbarians eliminate a city. no trade card is drawn

from the victim.

30.527 Crete maynot be the primary victimof Barbarian Hordes.

30.61 Epidemic30.611 e primary victim loses 16 unit points. e primary vic-

tim must also order other players to lose 25 unit points of theiroice, no more than 10 of whi may come from any one player.e player who traded Epidemic to the primary victim may not beselected as a secondary victim.30.612 A nation removing tokens as a result of an Epidemic must

leave at least one token in ea affected area. Cities whi are elim-inated by an Epidemic are replaced by at least one token, so cities

account for a maximum of four unit points when calculating lossesfrom this calamity.30.613 If a primary victim of Epidemic holds Medicine, his losses 

are reduced by eight unit points. If a secondary victim of Epidemic holds Medicine, his losses are reduced by five unit points.30.614 A player who holds Roadbuilding loses an additional five 

unit points to Epidemic, both as a primary and a secondary victim.30.615 e effects of 30.613 - 30.614 are cumulative.

30.71 Civil Disorder30.711  All but three of the primary victim's cities are reduced.

e primary victim ooses whi cities are reduced.30.712 e number of the primary victim's cities reduced is de- 

creased by one for ea of the following civilization cards held: Mu- sic, Drama and Poetry, Law and Democracy.30.713 e number of the primary victim's cities reduced is in- 

creased by one if the primary victim holds Military.30.714 e number of the primary victim's cities reduced is in- 

creased by one if the primary victim holds Roadbuilding.30.715 e effects of 30.712 - 30.714 are cumulative.

30.81 Iconoclasm and Heresy30.811 Four of the primary victim's cities are reduced. e pri-

mary victim ooses whi cities are reduced.30.812 If the primary victim holds Law, the number of cities re- 

duced is decreased by one.

30.813 If theprimary victimholds Philosophy, thenumber of cities reduced is decreased by one.30.814 If the primary victim holds eology, the number of cities 

reduced is decreased by three.30.815 If the primary victim holds Monotheism, the number of  

cities reduced is increased by one.30.816  If the primary victim holds Roadbuilding, the number of   

cities reduced is increased by one.30.827 e effects of 30.812 - 30.816 are cumulative.30.818 e primary victim must also order the reduction of a to-

tal of two cities belonging to other players. e player who tradedIconoclasm and Heresy to the primary victim may not be selectedas a secondary victim.30.819  A secondary victim who holds Philosophy may not lose 

more than onecity as a result of the primary victim's order. A player who holds eology cannot be named as a secondary victim.

30.91  Piracy30.911  e primary victim loses two coastal cities. e player

trading the card selects the cities. ese cities are replaced by twopirate cities belonging to one of the nations whi did not start thegame (for convenience, use the same units as for BarbarianHordes).30.912 Two coastal cities belonging to two other players are sim-

ilarly replaced by pirate cities, even if the primary victim had fewerthan two coastal cities and was thus not himself fully affected. eprimary victim selectsthese cities. e secondary victims mayealose only one city. e player who traded Piracy to the primary vic-tim may not be selected as a secondary victim.30.913 Pirate cities do not requirecity support, andremain on the

board until aaed and destroyed. When a pirate city is aaed,it is replaced by unused tokens solely for the purpose of resolvingcombat. Aer combat is resolved, any surviving pirate tokens areeliminated. When a pirate city is destroyed, the aaer may pil-lage the city.